Clade Venenum Assassin

(Entry)
Type: unit
Categories: Character, Light Sub-type:, Assassin Sub-Type
EntryId: b1b9-e6d8-a7c2-f252
Hidden: false
Costs: 125 Pts
Options (4)
Rules (5)
Unnatural Conditioning
Models with this special rule are immune to the effects of the Rad-phase special rule and any other rules that negatively affect their Toughness Charateristics, such as rad grenades. Additionally, weapons with the Poisoned (X) special rule and/or Fleshbane special rule may never wound a model with Unnatural Conditioning on a roll of better than a 5+
Infiltrate
You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first, then alternate deploying these units.

Units that Infiltrate in this way can be set up anywhere on the battlefield that is more than 9" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a Building (see page 224), as long as the Building is more than 9" from any enemy unit. Alternatively, they can be set up anywhere on the battlefield more than 12" from any enemy unit, even in plain sight.
If a unit with Infiltrate deploys inside a Dedicated Transport, the same rules apply when deploying their Transport.
A unit that deploys using these rules cannot Charge in their first turn.
Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves (see page 309).

Infiltrate and Scout
If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.

Independent Characters and Infiltrate
An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment, and vice versa.
Scout
After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.

If both sides have Scouts, roll off; the winner decides who redeploys first. Then alternate redeploying Scout units one at a time. If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a Disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is Embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves (see page 309).

Infiltrate and Scout
If a unit has both the Infiltrate and Scout special rules, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.
Support Squad
A unit with this special rule may not be chosen as a compulsory choice for the army as part of the Force Organisation chart.
Loyalist
A model with thisspecial rule may only be included in an army that has the Loyalist Allegiance.

Profiles:

Unit MoveWSBSSTWIALdSave
Clade Venenum Assassin

7

5

4

4

4

3

6

4

10

4+

Infantry (Character, Assassin, Light)

Reactions
Advanced Reaction: Tactical Displacement:

This Advanced Reaction may be made during the Shooting phase, whenever an enemy unit targets a unit that is composed entriely of models with the Assassin Unit Sub-type with a Shooting Attack. The Reaction unit may immediately move a distance in inches up to twice the majority Initiative Characteristic of the Reactive unit. This move may be made in any direction and ignores all Terrain or other effects that would limit or modify the distance moved (includeding allowing models in the Reacting unit to move across Impassable Terrain), as lon gas the final position of all models in the Reacting unit are at least 1" away from any enemy model and not within an area of Impassable Terrain. If, after moving, any models in the Reacting unit are positioned out of range or line of sight of the unit that caused the Reacting, that unit may not select another target for the Shooting Attack that triggered the Reacting and no dice are rolled (weapons with the Gets Hot special rule do not need to roll to see if the weapon Gets Hot and weapons with the One Use special rule are not considered to have been expended).

Used By (1)